Completed A Battle in the Skies! Orcinus Duo takes on Lord Jesseus!

CHALLENGE NUMBER 1
6v6 Triples
Preference for weakmons; I'm using mostly NFE's and maybe a single stage mon with all with very few counters if any. But if you don't have 6 weakmons thats fine.
1 Day DQ
2 Recs/5 Chills

The inside of a zeppelin of some sort, many kilometres in the air. It's inside, so no weather. Seismic attacks won't work, and there is no water source. In fact, in order to prevent damaging the zepellin, no multi-hit moves are allowed at all, lest we all crash and die.

Abilities:Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).SolarPower (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Abilities:Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Abilities:Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).Sheer Force (DW): (Can be enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Abilities:Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Abilities:Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)Run Away: This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.Rattled (DW): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit

Bite
Headbutt
Magic Coat

Thunder Wave
Rock Slide
Dig

Zeta the Dratini(Move your mouse to reveal the content)Zeta the Dratini (open)Zeta the Dratini (close)

Dratini [Zeta] (Male)Nature: Quiet (+SpA, -Spe)

Type:Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Thick Fat:
Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Pick Up:
Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Shed Skin:
Type: Innate
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie:
Type: Innate
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW):
Type: Can be Activated, unlocked
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Type: Poison/Ghost
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Mind (Mine Jr.) (F)
Nature: Timid
Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Soundproof:Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
Filter:Type: Innate
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
Technician (DW):Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Abilities:
Chlorophyll (innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power (innate):When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird (DW Locked): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Thanks Box.
I was actually going to buy a dunsparce after this match...let's see how good they are. :)
Let's go, Mind, SOD, and Purple Boss!
Mind, Light Screen, Icy Wind. If squirtle uses toxic, replace with magic coat'ing it back to squirtle.
SOD, let's set up because someone forgot to bring taunters. Stealth Rock for those two fire types in the wings, and Spikes.
PB, toxic dratini and venoshock it. If dunsparce uses thunder wave, replace that action with taunt dunsparce and pushback, but only once.
SOD carries an amulet coin.

Well, personally I'd love that Haunter paralysed, but since Dunsparce is subbed against, Dratini can do the honours with Thunder Wave. Then you can hit him with a Dragon Pulse.
Dunsparce, you can drop a Thunder Wave on Mind, and then Bite Haunter. 60% flinch chance go!
Squirtle, you can do even better by hitting Mind with Fake Out. Then hit Haunter with Scald.

Well, let's get to reffin'
A nitpick; have finalised cleaned-up, bolded commands like I'm about to type please.
Also, I don't see why Icy Wind can't be used. Dunsparce will get Taunted no matter what if he uses Thunder Wave, so changing targets doesn't make a difference.

Arena ConditionsSpikes (1) set up on Lord Jesseus' side of the field
Stealth Rocks rigged on Lord Jesseus' side of the field
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LJ you're up.

P.S. Orcinus, you aren't fooling anyone with the ridiculously high accuracy numbers listed in your Pokemon's profiles. Who approved them anyway? Please take note of the correct formula and fix the values accordingly.

Icy Wind can't be used because its multi-hit and wrecks the zeppelin.
It was a very deliberate design choice in this arena, in fact it's the whole point; moves like Rock Slide, Blizzard and to a lesser extent Icy Wind (its fairly weak but still) are pretty broken in multi-battles, especially triples.
That's why.

Arena Conditions
Spikes (1) set up on Lord Jesseus' side of the field
Stealth Rocks rigged on Lord Jesseus' side of the field

---Some things to note: No calculations because I lost my post because of my computer crashing.
Haunter flinched twice.
Ferroseed was not able to use Spikes as he had to rest a turn.
Dratini's Substitution did not succeed, because Evasive Agility is +1 priority.
Fake Out has a lower priority than Protect.​